So a thought experiment here after I ran a block of 24 spear saurus with a BSB. Looking to see what people think. I'd like to try it in some games, but I need to paint some more stuff first OR just suck it up an learn to use Warhall. But the thought I had with a large block "What if I went further?" === Saurus Host [1997 pts] Warhammer: The Old World, Lizardmen === ++ Characters [999 pts] ++ Slann Mage-Priest [345 pts] - Hand weapon - General - Higher State of Mind - Elementalism OR Battle Magic Saurus Oldblood [235 pts] - Hand weapon - Heavy armour (Scaly skin) - On foot - Dragon Slaying Sword - Glyph Necklace Saurus Scar-Veteran [181 pts] - Great weapon - Heavy armour (Scaly skin) - Shield - Battle Standard Bearer [Totem of Prophecy] - On foot - Talisman of Protection Saurus Scar-Veteran [142 pts] - Hand weapon - Heavy armour (Scaly skin) - Shield - On foot - Headsman's Axe - Charmed Shield Saurus Scar-Veteran [96 pts] - Great weapon - Heavy armour (Scaly skin) - Shield - On foot ++ Core Units [932 pts] ++ 46 Saurus Warriors [772 pts] - Thrusting spears - Shields - Heavy armour (Scaly skin) - Shieldwall - Spawn Leader (champion) [Biting Blade] - Standard bearer - Musician 15 Skink Skirmishers [80 pts] - Hand weapons - Javelins - Shields - Light armour (Calloused hides) - Vanguard 15 Skink Skirmishers [80 pts] - Hand weapons - Javelins - Shields - Light armour (Calloused hides) - Vanguard ++ Special Units [66 pts] ++ 6 Chameleon Skinks [66 pts] - Blowpipes - Hand weapons - Light armour (Calloused hides) --- Created with "Old World Builder" [https://old-world-builder.com] So the army is basically a 50 man block. 10 models wide (seems a common restriction for events). 5 Ranks deep. 46 Saurus with 4 Characters in it. Full Command. Spears for Fight in Extra Rank. Shieldwall to make the unit hold better. Biting Blade on the Champion just for some AP attacks. So first off you may notice no Ogre Blade. With 4 characters I felt having a Dragon Slaying Sword and Headsman's Axe for Monster Slayer and Killing Blow spread out was better to tailor challenge responses. Old Blood has the DSS and Glyph Necklace to deal with Dragons and give some MR to the block (since it will be a target of alot of spells) Scar Vet with Headsman's Axe and Charmed Shield is to deal with Cav/Infantry heroes. Scar Vet with Great Weapon is just to get some high S attacks in. Scar Vet BSB has the Talisman of Protection just to make sure he stays alive. Totem of Prophecy is to give the whole unit FEAR. You will have higher unit strength than pretty much anything other than a TK Royal Host itself... which is undead anyways so that doesn't matter. Point is everything without Fear will always Fear you. Next Important thing is the Slann. Now I said Elementalism or Battlemagic. You are fishing for a Ward Save here with Oaken Shield or Earthen Ramparts. Probably favouring battle magic TBH to also try and get Arcane Urgency. But Travel Mystical Pathways isn't that bad either, and there is a chance for Plague of Rust in Elementalism. Thus why I say either. But you want to avoid a lore familiar. I know, I know, that ward save is important. BUT lore familiar restricts you from being able to take from the Lore of Lustria per the last FAQ. And the reason we want that is to actually make use of apotheosis. Since the unit already has Fear, casting this on any one of the characters gives the unit TERROR. Don't think I really need to explain why that would be a great rule to have on a massive block. It also is nice to heal up your characters after a challenge (assuming they survive). The Skinks are there to Screen in the Opening turns. Basically set them up in a 30 wide arcing screen, vanguard to create some space and keep moving up soaking any shooting you can. The chameleons are there for a scout to try and block/evade warmachines like hellblasters, or punish lone characters out on flanks. Why Saurus over TG? Well TG are just too expensive, and you still have to take 10 saurus in the list. This basically eats too many points and makes it so you can't take a full skirmish screen of skinks without dropping a hero. Also, I really rate the Fight in Extra Ranks in a unit like this. Sure the Halberds are nice, but I think the Characters will bring enough higher S/AP attacks, and Id rather have all the supporting attacks from the spears (especially if the rumors about infantry changes getting an extra rank come to fruition). And you want as few models to die to avoid losing a combat, so always having your shield instead of using a two handed weapon is probably more important, despite the loss of a pip of WS and stubborn as compared to the TG. If you have Terror/Fear working your opponent could also be -1 to hit anyway, making the WS disparity less glaring. So its a go big or go home sort of deal. Either the "Saurus Host" holds and your opponent just can squeeze the points out of it, or you break and lose the game spectacularly.